/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef SCUMM_BASE_COSTUME_H #define SCUMM_BASE_COSTUME_H #include "common/scummsys.h" #include "scumm/actor.h" // for CostumeData namespace Scumm { #include "common/pack-start.h" // START STRUCT PACKING struct CostumeInfo { uint16 width, height; int16 rel_x, rel_y; int16 move_x, move_y; } PACKED_STRUCT; #include "common/pack-end.h" // END STRUCT PACKING extern const byte smallCostumeScaleTable[256]; extern const byte bigCostumeScaleTable[768]; class Actor; class ScummEngine; struct VirtScreen; class BaseCostumeLoader { protected: ScummEngine *_vm; public: BaseCostumeLoader(ScummEngine *vm) : _vm(vm) {} virtual ~BaseCostumeLoader() {} virtual void loadCostume(int id) = 0; virtual byte increaseAnims(Actor *a) = 0; virtual void costumeDecodeData(Actor *a, int frame, uint usemask) = 0; bool hasManyDirections(int id) { return false; } }; /** * Base class for both ClassicCostumeRenderer and AkosRenderer. */ class BaseCostumeRenderer { public: Common::Rect _clipOverride; byte _actorID; byte _shadow_mode; byte *_shadow_table; int _actorX, _actorY; byte _zbuf; byte _scaleX, _scaleY; int _draw_top, _draw_bottom; byte _paletteNum; bool _skipLimbs; bool _actorDrawVirScr; protected: ScummEngine *_vm; // Destination Graphics::Surface _out; int32 _numStrips; // Source pointer const byte *_srcptr; // current move offset int _xmove, _ymove; // whether to draw the actor mirrored bool _mirror; int _numBlocks; // width and height of cel to decode int _width, _height; public: struct Codec1 { // Parameters for the original ("V1") costume codec. // These ones are accessed from ARM code. Don't reorder. int x; int y; const byte *scaletable; int skip_width; byte *destptr; const byte *mask_ptr; int scaleXstep; byte mask, shr; byte repcolor; byte replen; // These ones aren't accessed from ARM code. Common::Rect boundsRect; int scaleXindex, scaleYindex; }; BaseCostumeRenderer(ScummEngine *scumm) { _actorID = 0; _shadow_mode = 0; _shadow_table = 0; _actorX = _actorY = 0; _zbuf = 0; _scaleX = _scaleY = 0; _draw_top = _draw_bottom = 0; _vm = scumm; _numStrips = -1; _srcptr = 0; _xmove = _ymove = 0; _mirror = false; _width = _height = 0; _skipLimbs = 0; _paletteNum = 0; } virtual ~BaseCostumeRenderer() {} virtual void setPalette(uint16 *palette) = 0; virtual void setFacing(const Actor *a) = 0; virtual void setCostume(int costume, int shadow) = 0; byte drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf); protected: virtual byte drawLimb(const Actor *a, int limb) = 0; void codec1_ignorePakCols(Codec1 &v1, int num); }; } // End of namespace Scumm #endif